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Does WotC view the Monk class as overtuned from their perspective?
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<blockquote data-quote="shadowoflameth" data-source="post: 9074249" data-attributes="member: 62336"><p>I think they see it as way more powerful than it is in play, and I think they are wrong (again). The Play test 6 Monk is the one subject that made me specifically angry at the designers. In 5e, Martial Arts giving a D4 is a non-benefit on everything but Unarmed Strike, Stunning Strike is effective if it works and useless if it doesn't. </p><p></p><p>My thoughts on fixing it:</p><p></p><p>TLDR Give the Monk a fighting style at 1st. Keep Monk Weapons and make the Unarmed Strike a Martial Melee Weapon (finally). Create Martial Masteries for Unarmed Strike and let the Monk have more the way a fighter gets more with weapons. Drop the Ki Point requirement for Patient Defense and Step of the Wind entirely instead of changing Step of the Wind. Heightened Metabolism should just be part of what Martial Discipline does. Other abilities should be moved to earlier levels. Don't Nerf Stunning Strike. Bring Back Perfect Self and drop Defy Death. Fix all of the sub-classes. Drop the unneeded renaming of things here and elsewhere in the game.</p><p></p><p>Give the monk a fighting style at 1st.</p><p></p><p>Keep the increased damage die to d6. A d4 on unarmed strikes makes unarmed strikes better. All Monk Weapons already do a d4 or better as do almost all weapons in the game, making this a non-ability in 5e at early levels unless the monk uses Unarmed Strikes only. The fighter with Unarmed Fighting style does this better.</p><p></p><p>Let Martial Arts Dice apply to Monk Weapons. Let any weapon proficiency that the Monk gains make that weapon a Monk Weapon.</p><p></p><p>Keep Monk Weapons in name and in design both for fun and Backward compatibility with abilities that use the Monk Weapon name.</p><p></p><p>Make Unarmed Strikes a Melee Weapon giving them access to the Martial Mastery properties in the playtest. Give Monks Mastery of Unarmed Strikes, and make them both a Monk Weapon and a Martial Weapon (to qualify for combat feats that require the use of one). Giving the monk only simple weapon Martial Mastery is a bad design choice that appears to be deliberate to avoid monks gaining access to combat feats. Monks are already mechanically weaker than other martial classes. Stop it. If this is not fixed, there is disparity between the monk and other martial classes will be larger than ever and the monk will be unplayable as it is.</p><p></p><p>Drop the Ki Point requirement for Patient Defense and Step of the Wind entirely. Instead of changing Step of the Wind, make Disengage or Dash have no Ki cost and make it 1 Ki point to do both as part of the same bonus action.</p><p></p><p>Give the Monk 2 plus Wisdom Bonus Ki Points at 2nd Add a 1st level feat to let the Monk gain more.</p><p></p><p>Don’t Nerf Stunning Strike It’s already hard to pull off. Making it 1/turn uncouples it from Flurry of Blows and thereby Nerfs both. These are the only combat features that the 5e monk has in 5e that work well. This is no longer true in this playtest for either ability. Making Stunning Strike end at the beginning of the monks next turn further weakens the ability. Make it the end of the next turn so that the monk can take advantage of the stunned opponent. Stop it. If these changes stand, monk will be less fun for the monk player and no one will play monk at all. This is a bad design choice in every way. Clarify the language to make it melee only.</p><p></p><p>Drop the awkward, un-fun and pointless name changes of things.</p><p></p><p>The name changing is silly, confusing, and unnecessary. </p><p></p><p>Heightened Metabolism should just be part of what Martial Discipline does and come at 2nd level not 7th.</p><p></p><p>Perfect Discipline and Superior Defense are good but need to be at earlier levels. Perfect Discipline at 7th is much more level appropriate than 15th and Superior Defense at 15th instead of 18th.</p><p></p><p>Bring Back Perfect Self at 18th.</p><p></p><p>Defy Death is bad. There is already a Monk subclass that does something like this at 11th, and a race (Orc) that can do something like this at 1st. Stop it.</p><p></p><p>Fix the 5E Sub-classes. They are ALL bad. Just different levels of bad.</p></blockquote><p></p>
[QUOTE="shadowoflameth, post: 9074249, member: 62336"] I think they see it as way more powerful than it is in play, and I think they are wrong (again). The Play test 6 Monk is the one subject that made me specifically angry at the designers. In 5e, Martial Arts giving a D4 is a non-benefit on everything but Unarmed Strike, Stunning Strike is effective if it works and useless if it doesn't. My thoughts on fixing it: TLDR Give the Monk a fighting style at 1st. Keep Monk Weapons and make the Unarmed Strike a Martial Melee Weapon (finally). Create Martial Masteries for Unarmed Strike and let the Monk have more the way a fighter gets more with weapons. Drop the Ki Point requirement for Patient Defense and Step of the Wind entirely instead of changing Step of the Wind. Heightened Metabolism should just be part of what Martial Discipline does. Other abilities should be moved to earlier levels. Don't Nerf Stunning Strike. Bring Back Perfect Self and drop Defy Death. Fix all of the sub-classes. Drop the unneeded renaming of things here and elsewhere in the game. Give the monk a fighting style at 1st. Keep the increased damage die to d6. A d4 on unarmed strikes makes unarmed strikes better. All Monk Weapons already do a d4 or better as do almost all weapons in the game, making this a non-ability in 5e at early levels unless the monk uses Unarmed Strikes only. The fighter with Unarmed Fighting style does this better. Let Martial Arts Dice apply to Monk Weapons. Let any weapon proficiency that the Monk gains make that weapon a Monk Weapon. Keep Monk Weapons in name and in design both for fun and Backward compatibility with abilities that use the Monk Weapon name. Make Unarmed Strikes a Melee Weapon giving them access to the Martial Mastery properties in the playtest. Give Monks Mastery of Unarmed Strikes, and make them both a Monk Weapon and a Martial Weapon (to qualify for combat feats that require the use of one). Giving the monk only simple weapon Martial Mastery is a bad design choice that appears to be deliberate to avoid monks gaining access to combat feats. Monks are already mechanically weaker than other martial classes. Stop it. If this is not fixed, there is disparity between the monk and other martial classes will be larger than ever and the monk will be unplayable as it is. Drop the Ki Point requirement for Patient Defense and Step of the Wind entirely. Instead of changing Step of the Wind, make Disengage or Dash have no Ki cost and make it 1 Ki point to do both as part of the same bonus action. Give the Monk 2 plus Wisdom Bonus Ki Points at 2nd Add a 1st level feat to let the Monk gain more. Don’t Nerf Stunning Strike It’s already hard to pull off. Making it 1/turn uncouples it from Flurry of Blows and thereby Nerfs both. These are the only combat features that the 5e monk has in 5e that work well. This is no longer true in this playtest for either ability. Making Stunning Strike end at the beginning of the monks next turn further weakens the ability. Make it the end of the next turn so that the monk can take advantage of the stunned opponent. Stop it. If these changes stand, monk will be less fun for the monk player and no one will play monk at all. This is a bad design choice in every way. Clarify the language to make it melee only. Drop the awkward, un-fun and pointless name changes of things. The name changing is silly, confusing, and unnecessary. Heightened Metabolism should just be part of what Martial Discipline does and come at 2nd level not 7th. Perfect Discipline and Superior Defense are good but need to be at earlier levels. Perfect Discipline at 7th is much more level appropriate than 15th and Superior Defense at 15th instead of 18th. Bring Back Perfect Self at 18th. Defy Death is bad. There is already a Monk subclass that does something like this at 11th, and a race (Orc) that can do something like this at 1st. Stop it. Fix the 5E Sub-classes. They are ALL bad. Just different levels of bad. [/QUOTE]
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